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DBIS

Mixed Reality Lab

December 5th, 2025

Mixed Reality combines virtual, augmented, and extended reality into a continuum of spatial computing experiences on devices such as the Meta Quest 3, Microsoft HoloLens 2, HTC Vive Pro, and Android smartphones. In this practical Bachelor lab, students in teams of 3-4 design and implement their own mixed reality application using modern toolchains (e.g., Unity and OpenXR). Participants learn key MR interaction patterns, input and UX design, and deployment to target devices. Registration for the lab is handled via SuPra; late registrants may join a waiting list.

Type Lab (basic level)
Term SS 2026
Mentor(s) Stefan Decker
Assistant(s) Benedikt Hensen

Motivation and Goals

Mixed Reality (MR) describes the combination of virtual content with real surroundings. It can provide immersive environments to users who can interact with objects in the 3D space intuitively. This can enable ubiquitous computing where computing interfaces step into the background as users directly interact with elements in their surroundings. In practice, there are various use cases for mixed reality, e.g., in industrial training, medical visualizations, immersive simulations and for seamless co-located or remote collaboration. Whereas the three-dimensional environment offers many opportunities for immersive and intuitive usage experiences, it also comes with unique challenges compared to traditional 2D applications on a screen, since novel 3D interaction metaphors, workflows need to be designed and optimized to fit the application’s use case.

This lab provides hands-on experience in the end-to-end development of MR applications, preparing students to prototype, evaluate and iterate spatial computing solutions. Students will get familiar with MR devices such as the Meta Quest 3 and the software tools to create MR experiences such as the 3D engine Unity, OpenXR libraries, Unity’s ARFoundation and AR marker-tracking libraries like Vuforia. To support the group work in the lab, students also learn about state-of-the-art agile programming practices and how to apply them in the creation process of MR applications.

By the end of the lab, students will be able to:

  • Understand the MR continuum and key differences between Augmented Reality, Augmented Virtuality and Virtual Reality.
  • Design spatial interactions and user interfaces appropriate for head-mounted displays and/or handheld devices.
  • Implement core MR functionality: spatial mapping, hand/controller input, object manipulation.
  • Build and deploy applications for the Meta Quest 3, Microsoft HoloLens 2, HTC Vive Pro and/or Android smartphones using OpenXR-based toolchains.
  • Plan and develop an MR project in a group according to the agile SCRUM methodology, including requirements analysis, source code management via Git and prototype iteration based on feedback.
  • Communicate project outcomes via project presentations, demos and code.

 

Format and Schedule

Meetings of the lab are conducted in person at RWTH Aachen University, accompanied by independent working in groups.

  • Duration: 7 meetings during the lecture period; attendance is mandatory.
  • Group work in teams of 3-4 students.
  • Procedure: Combination of short instructor input, introductory exercises, and independent project work.
    • Students get a guided practical introduction to the Unity 3D engine, agile methodology, source-code management via Git, MR concepts, MR devices and MR toolchains
    • Based on the learned concepts, students can put their new knowledge into practice in an independent group project.
  • Head-mounted displays such as the Meta Quest 3 and Microsoft HoloLens are provided. If you have an own device, you can use it, too.

 

Registration

Registration is handled via the SuPra system for assigning seminars and practical courses. Please note that there are deadlines on SuPra for an election phase until which you need to enter your course preferences.
The lab offers 16 places. To increase your chances of getting a seat, enter relevant previous knowledge and outline why you are interested in the lab.

If you missed the SuPra deadline or did not get assigned to this course, you can contact us to be added to a waiting list in case a place becomes available.


Prerequisites:
  • Solid understanding of object-oriented programming.
  • Knowledge of C# or comparable object-oriented programming languages like Java.
  • Basic familiarity with concepts of Computer Graphics and Linear Algebra is helpful.
  • Beneficial but optional: Prior exposure to 3D engines like Unity, Unreal, Godot or similar.